1.1. Health Values

Difficulty

Jin'rokh the Breaker

10-man

207M

10-man Heroic

317M

25-man

622M

25-man Heroic

952M

LFR

541M

1.2. Enrage Timer

We do not know what the hard enrage timer of this fight is, currently. The
fight has a soft enrage timer, consisting of the entirety of the room being
covered in damaging void zones, which you should reach after about 7
minutes.

The encounter against Jin'rokh the Breaker is a single-phase,
single-target fight. The main mechanic of the fight revolves around large
void zones called Conductive Water. Over the course of the fight,
Jin'rokh will summon 4 of these void zones, one at a time, at regular
intervals. Each void zone will eventually cover one quarter of the room, so
that when the fourth void zone is cast, the entire room will be filled. A few
small parts of the room do seem to remain unaffected, however.

Each Conductive Water void zone is initially beneficial to raid members
who stand in it, increasing damage done and healing received (but also causing
these raid members to take large damage in the event that certain fight
mechanics are not avoided). About 1 minute after a void zone is created,
Jin'rokh will compromise it (turning it into Electrified Waters), causing
it to no longer provide benefits, and instead deal constant damage to anyone
standing it.

Since the room will eventually be filled with these void zones, this
constitutes a soft enrage mechanic for the fight.

In addition to this, the boss casts several other abilities that your raid
must deal with.

We have released a video guide for the fight against Jin'rokh. We
strongly recommend watching the video in order to get a better visual idea of
the fight.

On our forums, we are maintaining threads with class-specific advice for each of the
fights of Throne of Thunder. So, make sure to check them out, and if you have things to
share, do not hesitate to contribute!

Thundering Throw is an ability that Jin'rokh casts at his current
target 30 seconds after the start of the fight, and every one and a half
minutes after that. Jin'rokh will cast this ability 4 times during the
fight. This knocks the target back at one of the four mogu
statues located around the room, resetting their threat on Jin'rokh. We
believe that Jin'rokh throws the player at the statue located in front of
himself, but some users on our forums have put forth the possibility that
Jin'rokh throws the tank at the statue farthest from him. This breaks the
statue and deals a moderate amount of Physical damage to that player. The
player then falls to the ground, where they inflict a moderate amount of
Nature damage to any allies within 14 yards, and stun them for 6 seconds. A
Conductive Water void zone appears at this location.

Conductive Water void zones are created each time that Jin'rokh
casts Thundering Throw, so there will be a maximum of 4 void zones in
the fight. Each void zone starts out with a small size, and unavoidably
grows over time until it covers one quarter of the room. Players standing
inside the Conductive Water are affected by Fluidity, a buff that
increases damage done and healing received by 40%, but also increases Nature
damage taken by 80%. Moreover, one of Jin'rokh's abilities (we discuss it
below) will damage everyone standing in the Conductive Water, if the target of
this ability is also in the Conductive Water. In this sense, the waters are
quite literally conductive of the electricity (Nature damage) of Jin'rokh's
spell.

Focused Lightning is a spell that Jin'rokh casts every 15 seconds or
so. Each time, he creates an orb of lightning which fixates on a random raid
member and moves towards them at relatively high speed (such that it cannot be
kited indefinitely). The orb is not an attackable NPC, so it cannot be slowed or
killed. The Focused Lightning orb has several properties.

While active, the orb deals Nature damage every half a second to all
players within 5 yards.

When reaching the player on whom it is fixated, the orb detonates and deals
a pretty high amount of Nature damage to all players within 8 yards. If this
explosion happens in one of the Conductive Water void zones, then everyone
standing in it takes a high amount of Nature damage (which is further increased
by the damage-taken-increasing component of Fluidity).

After a Focused Lightning orb detonates, it leaves behind a
Lightning Fissure, a small lightning on the ground which persists for a
very long time (possibly until the end of the fight), and deals Nature damage
every second to players within 5 yards. The Lightning Fissure is removed if it
comes into contact with a Conductive Water void zone (due to the void zone
expanding to reach the Fissure), dealing a moderate amount of Nature damage to
all players inside the Conductive Water.

If a Focused Lightning comes into contact with a Lightning Fissure, then
Implosion occurs. The Focused Lightning is detonated, dealing a large
amount of Nature damage to all raid members, and increasing damage taken from
subsequent Implosions by 10%.

If a Focused Lightning explodes (by reaching its target) inside a
compromised Conductive Water void zone (called Electrified Waters), then
everyone within 8 yards will effectively be killed by taking an enormous
amount of Nature damage.

Static Burst is an attack that Jin'rokh regularly casts. It causes
everyone in the raid to take a moderate amount of Nature damage, and it also
applies 10 stacks of Static Wound to the current tank. Static Wound
causes the tank to take Nature damage per stack whenever they receive melee
attacks from the boss, and a third of the damage from Static Wound is also
dealt to raid members. This ability prompts an immediate tank switch.

Lightning Storm is a spell that Jin'rokh casts every 90
seconds. This effectively marks the end of a Conductive Water being useful,
since shortly after casting Lighting Storm Jin'rokh turns the most
recently-spawned Conductive Water into Electrified Waters, whereby the void
zone now permanently deals damage to all players who stand in it every
second, and no longer grants Fluidity. Lighting Storm itself is a
channeled spell that lasts 15 seconds, during which time the entire raid takes
a moderate amount of Nature damage every second.

Have your two tanks alternate tanking Jin'rokh so that whoever is affected
by Static Wound is not currently taking melee hits from the boss.

Have all DPS players and healers stand inside the Conductive Water
void zone that is uncompromised (so, the most recently-created one) until
Jin'rokh begins casting Lightning Storm.

Make sure that ranged DPS and healers stand near to the outer edges of the
Conductive Water, and that they are prepared at any time to run out in case
they are targeted by Focused Lightning. Players targeted by Focused
Lightning should try to kite the orb to a designated location of the room, out
of the way of any Conductive Water void zones.

Stack in the center of the room (outside of any Conductive Water void
zones, compromised or not) whenever Jin'rokh is casting Lightning Storm,
and use raid cooldowns to survive.

For ease of understanding and execution, the fight can be divided into
four "Lightning Storm" cycles. Each cycle begins with the
Thundering Throw that creates a Conductive Water void zone. This void
zone lasts for 90 seconds, during which time your raid must make use of the
increased damage and healing that it offers. After this, the cycle ends with
Jin'rokh casting Lightning Storm, after which a new Thundering Throw happens,
and so on.

Before we look at the specifics of how to execute the strategy, we should
mention that the fight should be over by the time the fourth Lightning
Storm is cast. This is because almost the entire room will be filled with
compromised Conductive Water void zones, and the rest will likely have to be
used for kiting Focused Lightning and placing Lightning Fissure. If
this does not act as a soft enrage timer that will wipe your raid, we imagine
that a hard enrage timer will also be found around this time.

7.1. Focused Lightning

As the fight begins, the first thing your raid will notice is that the boss
is casting Focused Lightning at random raid members. This is something
you will need to deal with throughout the entire fight, so it is important
that everyone learns how to do it well.

Only ranged DPS players and healers who can be targeted by this ability.
Your raid leader should designate one or more locations where the Focused
Lightnings should be detonated, ideally out of the way of the areas where
Conductive Water will be later on. Basically, you want to drop these close to
the outer walls of the room. Alternatively, it is possible to drop them on the
location of Conductive Water that have not yet been created (basically in
front of the mogu statues located around the room).

If you are placing the Lightning Fissures near to the walls on the
outside of the room, the idea is to keep them out of the way of your raid for
the entire fight, so that they do not inconvenience you or deal any damage
to you. If you are placing them where a Conductive Water void zone will
spawn, then the idea is to have them detonated and despawned by this void zone
just as it spawns. Note that in the latter case, anyone inside the Conductive
Water will take a considerable amount of Nature damage, so it is best to place
them right where the void zone will appear (remember that it starts out small
and expands) so that it will immediately detonate them, during which time your
raid can wait outside the void zone to avoid the damage.

As the player fixated upon by the Focused Lightning orb, make sure that
it does not:

reach you when you are inside a Conductive Water void zone (be it
compromised or viable);

come into contact with a Lightning Fissure.

7.2. Conductive Water

While there is not much management of Conductive Water that is in the hands
of your raid, there are several things you need to keep in mind here.

First of all, be prompt in moving to the newly-created Conductive Water
void zone. They are quite small when they first appear, and they can be easy
to miss, but it is a great DPS loss not to benefit from them from the very
start.

Second of all, always be mindful of the fact that you risk being targeted by
a Focused Lightning (unless you are a tank or melee DPS player). To give
yourself the best chance to move out of the Conductive Water before the
orb reaches you, make sure that you are near to the edge of void zone. Keep in
mind also that the void zone expands over time, so you'll need to re-adjust
your position accordingly.

Thirdly, melee DPS players can rest assured that Jin'rokh's massive hitbox
enables them to attack him from very far away, so standing in the void zone
and attacking the boss at the same time should not be an issue (although
tanks should make an effort to keep the boss relatively close to the void
zone).

7.3. Thundering Throw and Tank Concerns

Tanks will need to taunt off of one another regularly due to
Static Wound. More specifically, as soon as Static Wound is applied to
a tank, the other tank should taunt Jin'rokh. The stacks of Static Wound
decrease over time, so that when they are about to expire, they will be very
low. This means that the off-tank can taunt Jin'rokh even if their stacks
have not fully worn off, since tanking Jin'rokh with 1 or 2 stacks is not
deadly.

Thundering Throw will toss the tank at a mogu statue, dealing damage
to them and any other players at the location of the statue. As a tank, you
need to keep in mind that it appears Jin'rokh will toss you at the statue
that is located behind you. The location where you are thrown at is also where
the Conductive Water void zone appears, so if your raid leader has advised a
particular order for the spawning of these void zones, you must be careful to
position yourself correctly.

When a tank is thrown by Jin'rokh, their threat on him is reset. This means
that the off-tank has to taunt Jin'rokh immediately, or the boss will start
attacking and killing other players.

The need to taunt Jin'rokh for both Static Wound and Thundering Throw can
pose some problems. To make sure that you do not end up in a situation where
the off-tank has many stacks of Static Wound, you have to be very careful. We
recommend having the tank affected by Static Wound taunt Jin'rokh about 3
seconds before Thundering Throw is cast (boss mod timers are quite accurate
here). This causes Jin'rokh to throw the tank that is affected by Static Wound,
allowing the off-tank to take the boss back afterwards. Even in the event that
Jin'rokh gets a melee attack on the tank who has Static Wound, this should not
wipe your raid.

Finally, as a helpful user pointed out on our forums, Death Knights'
Anti-Magic Shell can be used to prevent the application of
Static Wound.

7.4. Lightning Storm

For Lightning Storm, everyone should stack in the very center
of the room, at the location of the boss. Healing and defensive cooldowns
should be used to get through this phase.

Everyone must make sure to leave the Conductive Water void zone as soon as
Lightning Storm starts, because the increased Nature damage taken from
Fluidity will make you unhealable otherwise.

Finally, you must remember that shortly after a Lighting Storm starts,
the most recently-spawned Conductive Water void zone will become compromised,
and standing in it from this moment on is extremely detrimental.

7.5. Optimising Raid DPS

Since standing in Conductive Water grants a sizeable DPS increase, it is
important to save your DPS cooldowns for these times. Therefore, it is not
advised to use any cooldowns at the pull, and to make sure from then on to
always save them so that they are up during your time inside a Conductive
Water void zone. Doing this properly will result in a great DPS increase which
may prove to be necessary to defeat the boss.

We recommend using Heroism/Bloodlust/Time Warp about 20
seconds after the first Conductive Water void zone is created. This allows
raid members to re-use 1-minute DPS cooldowns, as well as DPS potions.

The first thing that your raid members will need to learn is how to handle
Focused Lightning properly. Failing to do so will probably be the biggest
source of wipes while learning the encounter. In the interest of mastering this
quickly, ranged DPS players and healers should focus primarily on reacting very
promptly to being the target of a Focused Lightning, and making sure that it
is detonated in a safe location. Once everyone understands precisely what they
need to do and how important it is that they do it right, then they can
begin focusing more intently on their actual role.

Aside from this, the second biggest contributing factor to a speedy kill is
making sure that the DPS players are taking advantage of the increased damage
granted by Fluidity insofar as their cooldowns are concerned.

The rest of the tasks your raid members will be required to perform should
not pose too many problems, and your raid members should get accustomed to them
while they are mastering the two important issues we listed above.

The Heroic mode of the Jin'rokh the Breaker encounter presents only two
changes from Normal mode, so the fight will feel very similar overall.

10.1. Differences from Normal Mode

In addition to Jin'rokh dealing increased damage and having increased
health, there are two important new mechanics in the fight.

Ionization is a debuff that Jin'rokh applies on all raid members,
except tanks, one minute after the fight starts, and every 90 seconds after
that. The debuff lasts 24 seconds, and it can be dispelled. While active,
the debuff does not do anything, but when it wears off or is dispelled, it
causes the affected player anyone within 8 yards of them to take a very high
amount of Nature damage. If the debuff wears off while that player is in a
Conductive Water void zone, every other player in the Conductive Water will
take a very high amount of Nature damage.

Lightning Strike is cast at the start of each
Lightning Storm, and lasts for the same duration as the Lightning
Storm. Several beams of lightning hit the ground, and from each of these
beams, 4 small sparks of lightning move out in 4 directions, traveling along
the floor. Coming in contact with the beams, at their point of impact, or with
any of the resulting sparks, deals a high amount of Nature damage.

10.2. Video

To familiarise yourself with the heroic-mode changes, we advise you to watch
this kill video from Inner Sanctum:

10.3. Strategy

The strategy for the Heroic mode is very similar to the one from Normal
mode. There are only two small modifications.

10.3.1. Dealing with Ionization

Whenever Ionization is cast, every single one of the affected
raid members must make sure that the removal of the debuff occurs in safe
conditions. That means that they must not have any other players within
8 yards of them, and that they must not be in the Conductive Water void
zone. Moreover, they must make sure that they have enough health to survive
the damage (which will hit for around 300,000 damage or more).

Players should spread out a few seconds before the Ionization goes out,
and any players who are safe (away from other raid members and topped off)
should be dispelled. Then, healers can dispel players progressively over the
next 24 seconds, and players who have had their debuff dispelled can move back
into Conductive Water.

Immunities such as Cloak of Shadows, Ice Block, and
Divine Shield work to remove the debuff without harming the affected
player, but the proximity damage will still be dealt. However, if these
immunities are up at the time when Ionization is applied, the debuff is not
applied at all to these players. As such, players with available immunities
should use them right before Ionization is cast. Furthermore, players who are
capable of dispelling themselves while making sure to survive the damage
(such as through the use of powerful defensive cooldowns) should do so.

10.3.2. Dealing with Lightning Strike

The implication of Lightning Strike is simply that stacking
during Lightning Storm is no longer possible, as everyone will
have to move around (or dance) to avoid the sparks from Lightning
Strike.

There is really no tip or secret that we can share regarding this task,
and everyone's own awareness and ability to move will come into play.

26 Mar. 2013: Corrected the mention of how many players are affected
by Ionization in 25-man (it used to state that 11-19 players are
affected, whereas in fact all players except the tanks are affected). Also
added mention that having damage immunities active when Ionization is cast
prevents the application of the debuff.